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    Topics created by Pherman1215

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      Pherman1215 (Axis) vs Cyanight (Allies +22)

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      cyanightC

      Bump #3

      Sorry, wish we could have finished the game.

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      Me1945 (Allies +22) vs Pherman1215 (Axis)

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      Me1945M

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 4

      Purchase Units - Russians
                  Russians buy 1 artillery, 9 infantry and 1 mech_infantry; Remaining resources: 0 PUs;

      Combat Move - Russians
                  1 armour, 2 artilleries, 3 infantry and 6 mech_infantrys moved from Belarus to Novgorod
                  2 artilleries and 35 infantry moved from Belarus to Bryansk
                  1 mech_infantry moved from Volgograd to Ukraine
                  1 tactical_bomber moved from Belarus to Ukraine
                  2 fighters moved from Belarus to Ukraine
                  1 armour moved from Russia to Bryansk

      Combat - Russians
                  Battle in Bryansk
                      Russians attack with 1 armour, 2 artilleries and 35 infantry
                      Germans defend with 1 mech_infantry
                          Russians roll dice for 1 armour, 2 artilleries and 35 infantry in Bryansk, round 2 :  10/38 hits
                          Germans roll dice for 1 mech_infantry in Bryansk, round 2 :  0/1 hits
                          1 mech_infantry owned by the Germans lost in Bryansk
                      Russians win, taking Bryansk from Germans with 1 armour, 2 artilleries and 35 infantry remaining. Battle score for attacker is 4
                      Casualties for Germans: 1 mech_infantry
                  Battle in Novgorod
                      Russians attack with 1 armour, 2 artilleries, 3 infantry and 6 mech_infantrys
                      Germans defend with 1 airfield, 1 armour, 1 factory_minor and 1 harbour
                          Russians roll dice for 1 armour, 2 artilleries, 3 infantry and 6 mech_infantrys in Novgorod, round 2 :  1/12 hits
                          Germans roll dice for 1 armour in Novgorod, round 2 :  0/1 hits
                          1 armour owned by the Germans lost in Novgorod
                      Russians win, taking Novgorod from Germans with 1 armour, 2 artilleries, 3 infantry and 6 mech_infantrys remaining. Battle score for attacker is 6
                      Casualties for Germans: 1 armour
                  Battle in Ukraine
                      Russians attack with 2 fighters, 1 mech_infantry and 1 tactical_bomber
                      Germans defend with 1 factory_minor and 2 mech_infantrys
                          Russians roll dice for 2 fighters, 1 mech_infantry and 1 tactical_bomber in Ukraine, round 2 :  1/4 hits
                          Germans roll dice for 2 mech_infantrys in Ukraine, round 2 :  1/2 hits
                          1 fighter owned by the Russians and 1 mech_infantry owned by the Germans lost in Ukraine
                          Russians roll dice for 1 fighter, 1 mech_infantry and 1 tactical_bomber in Ukraine, round 3 :  2/3 hits
                          Germans roll dice for 1 mech_infantry in Ukraine, round 3 :  1/1 hits
                          1 fighter owned by the Russians and 1 mech_infantry owned by the Germans lost in Ukraine
                      Russians win, taking Ukraine from Germans with 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is -12
                      Casualties for Germans: 2 mech_infantrys
                      Casualties for Russians: 2 fighters

      Non Combat Move - Russians
                  1 tactical_bomber moved from Ukraine to Russia
                  1 aaGun moved from Belarus to Novgorod
                  1 mech_infantry moved from Belarus to Novgorod
                  3 aaGuns, 1 armour and 4 infantry moved from Belarus to Bryansk
                  3 infantry and 3 mech_infantrys moved from Russia to Bryansk
                  1 mech_infantry moved from Northwest Persia to Iraq
                  1 infantry moved from Timguska to Kansu
                  5 infantry moved from Timguska to Novosibirsk
                  1 aaGun and 5 infantry moved from Yenisey to Timguska
                  2 infantry moved from Buryatia to Amur

      Place Units - Russians
                  1 mech_infantry placed in Volgograd
                  1 artillery placed in Volgograd
                  9 infantry placed in Russia

      Turn Complete - Russians
                  Russians collect 32 PUs; end with 32 PUs total

      Territory Summary for Russians :

      Kansu : 1 infantry
          Amur : 1 aaGun and 7 infantry
          Timguska : 1 aaGun and 5 infantry
          Bryansk : 3 aaGuns, 2 armour, 2 artilleries, 42 infantry and 3 mech_infantrys
          Russia : 1 airfield, 1 factory_major, 9 infantry and 1 tactical_bomber
          Ukraine : 1 factory_minor and 1 mech_infantry
          Novosibirsk : 5 infantry
          Volgograd : 1 artillery, 1 factory_minor and 1 mech_infantry
          Novgorod : 1 aaGun, 1 airfield, 1 armour, 2 artilleries, 1 factory_minor, 1 harbour, 3 infantry and 7 mech_infantrys
          109 Sea Zone : 1 submarine
          Iraq : 1 mech_infantry
          Northwest Persia : 1 flag
          115 Sea Zone : 1 cruiser and 1 submarine

      Production/PUs Summary :

      Germans : 42 / 58
          Russians : 32 / 32
          Japanese : 56 / 65
          Americans : 53 / 74
          Chinese : 7 / 9
          British : 33 / 41
          UK_Pacific : 6 / 6
          Italians : 17 / 22
          ANZAC : 10 / 15
          French : 9 / 0
          Dutch : 0 / 0
          Mongolians : 0 / 0
          Neutral_Axis : 0 / 0
          Neutral_Allies : 0 / 0
          Neutral_True : 18 / 0

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      Pherman1215 (Axis) vs Alexgreat (Allies +21)

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      lexgreatL

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 7

      Purchase Units - British
                  British buy 1 bomber, 1 fighter, 2 infantry, 1 mech_infantry and 1 transport; Remaining resources: 0 PUs;

      Purchase Units - UK_Pacific
                  UK_Pacific buy 3 infantry; Remaining resources: 0 PUs;

      Combat Move - British
                  1 artillery and 1 infantry moved from India to Burma
                  1 fighter moved from India to Burma
                  1 mech_infantry moved from India to Burma
                  1 infantry moved from Trans-Jordan to 81 Sea Zone
                  1 infantry and 1 transport moved from 81 Sea Zone to 98 Sea Zone
                  1 armour moved from Alexandria to 98 Sea Zone
                  1 transport moved from 81 Sea Zone to 98 Sea Zone
                  1 infantry moved from Alexandria to 98 Sea Zone
                  1 infantry and 1 transport moved from 98 Sea Zone to 96 Sea Zone
                  1 artillery moved from Tobruk to 96 Sea Zone
                  1 transport moved from 81 Sea Zone to 98 Sea Zone
                  1 transport moved from 98 Sea Zone to 96 Sea Zone
                  1 infantry moved from Tobruk to 96 Sea Zone
                  1 armour, 1 artillery and 6 infantry moved from Tobruk to Libya
                  1 fighter moved from 92 Sea Zone to Libya
                  1 artillery, 1 infantry and 1 transport moved from 96 Sea Zone to 99 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 98 Sea Zone to 99 Sea Zone

      Combat - British
                  Battle in Burma
                      British attack with 1 artillery, 1 fighter, 1 infantry and 1 mech_infantry
                      Japanese defend with 2 infantry
                          British roll dice for 1 artillery, 1 fighter, 1 infantry and 1 mech_infantry in Burma, round 2 :  3/4 hits
                          Japanese roll dice for 2 infantry in Burma, round 2 :  1/2 hits
                          1 infantry owned by the British and 2 infantry owned by the Japanese lost in Burma
                      British win, taking Burma from Japanese with 1 artillery, 1 fighter and 1 mech_infantry remaining. Battle score for attacker is 3
                      Casualties for Japanese: 2 infantry
                      Casualties for British: 1 infantry
                  Battle in Libya
                      British attack with 1 armour, 1 artillery, 1 fighter and 6 infantry
                      Italians defend with 1 armour, 2 artilleries, 2 infantry and 1 mech_infantry
                          British roll dice for 1 armour, 1 artillery, 1 fighter and 6 infantry in Libya, round 2 :  5/9 hits
                          Italians roll dice for 1 armour, 2 artilleries, 2 infantry and 1 mech_infantry in Libya, round 2 :  3/6 hits
                          3 infantry owned by the British, 2 artilleries owned by the Italians, 1 mech_infantry owned by the Italians and 2 infantry owned by the Italians lost in Libya
                          British roll dice for 1 armour, 1 artillery, 1 fighter and 3 infantry in Libya, round 3 :  4/6 hits
                          Italians roll dice for 1 armour in Libya, round 3 :  1/1 hits
                          1 infantry owned by the British and 1 armour owned by the Italians lost in Libya
                      British win, taking Libya from Italians with 1 armour, 1 artillery, 1 fighter and 2 infantry remaining. Battle score for attacker is 12
                      Casualties for British: 4 infantry
                      Casualties for Italians: 1 armour, 2 artilleries, 2 infantry and 1 mech_infantry

      Non Combat Move - British
                  1 aaGun moved from Malta to 96 Sea Zone
                  1 aaGun, 1 infantry and 1 transport moved from 96 Sea Zone to 99 Sea Zone
                  1 aaGun, 1 armour, 1 artillery and 3 infantry moved from 99 Sea Zone to Greece
                  1 fighter moved from Libya to Tobruk
                  1 armour moved from Morocco to Tunisia
                  2 fighters moved from Persia to Russia
                  2 armour moved from Caucasus to Samara
                  1 infantry moved from Northwest Persia to Caucasus
                  2 armour moved from Persia to Caucasus
                  1 mech_infantry moved from West India to India
                  1 infantry moved from Eastern Persia to West India
                  1 fighter moved from Burma to India
                  1 fighter moved from Egypt to Persia

      Place Units - British
                  1 bomber, 1 fighter and 1 mech_infantry placed in Persia
                  1 transport placed in 81 Sea Zone
                  2 infantry placed in Egypt

      Turn Complete - British
                  British collect 35 PUs; end with 35 PUs total
                  Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 40 PUs

      Place Units - UK_Pacific
                  3 infantry placed in India

      Turn Complete - UK_Pacific
                  UK_Pacific collect 10 PUs; end with 10 PUs total
                  Some Units in India change ownership: 3 infantry

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      Pherman1215 (Axis) Vs Hobo (Allies+16)

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      P

      Lol, that’s not new or crazy.  I will set it up though.

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      Pherman1215 (Axis) vs JWW (Allies +20)

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      6666

      Bump #3, can’t say I didn’t see this coming……

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      Adam514 (Allies +25) vs Pherman1215 (Axis)

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      Adam514A

      TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 4

      Purchase Units - Italians

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      Pherman1215 vs Variance (Allies+16)

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      P

      If I could offer advice on your bid I think you could just put a sub in SZ 98 and that would free up the remaining 10 for a fighter in Malta.  I also would increase the bid to at least 19 so you could get an NG inf.  You should be able to get 19 from most good players.  Anyway, thanks for the games they were fun.  We are eligible for best of 5 so if you want a 3rd match we can start one when I get back from vacation in 4 days.

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      Pherman1215 (Axis) vs Variance (Allies+16)

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      P

      Cool. I’m busy for a couple or hours but I will be free after that. I will set the next game up then.

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      Pherman1215 (Axis) vs Cyanight (Allies +18)

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      P

      GG WP.

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      Pherman1215 (Axis) Vs Mitler (Allies +17)

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      When you get a chance post game results for us please.  Gg again.

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      Mallery (Allies +18) vs Pherman1215 (Axis)

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      Mallery29M

      bump 3

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      Adam514 (Allies +21) vs Pherman1215 (Axis)

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      Adam514A

      GG well played.

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      Pherman1215 (Axis) vs Balladeer (Allies +22)

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      B

      @Pherman1215:

      I think if you could have held on to Russia longer you would have had a good shot in this one.  I’ve played a lot of global and I’ve never seen the Allies win after Germany takes Moscow on G6.  You had great position and tempo in the pac, but it wasn’t enough when Russia was out that early.  Good game and well played.

      Hmm, so I should’ve found a way to get a couple of UK fighters to moscow early. Allright, thanks! And well played as well :)

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      15L Calvinhobbeslicker (Allies) vs Pherman1215 (Axis) 20 bid Allies

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      P

      OK GG Calvin.  I enjoyed the game.

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      Bid Question

      Axis & Allies Global 1940
      • • • Pherman1215
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      W

      Hi Pherman. Like The Methuselah said, nothing is official.  That said, not many (no one) here would allow an Anzac Inf on Egypt. The accepted rule is that the territory needs to be owned by the nation placing the bid unit. Ultimately, is between the players to decide.

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      USA play for Advanced players (help)

      Axis & Allies Global 1940
      • • • Pherman1215
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      aequitas-et-veritasA

      I think, the problem is Canada.
      When I play the Allies, the problem I usually get is, that I fail on Logistic.
      I can allways ONLY focus on weapons OR personals and trannys on one turn.
      But we know from history that Canada was a vital manufactorer of weapons and armour for the allies.
      Maybe a HR will fix this problem by:

      When the U.S. is at war Canada contributes some portions to the allies as for the us in the Atlantic one DD and a bmbr for the uk.
      And for pacific US one DD.
      Each round!
      For the pacific, Australia must be allied controlled.
      As for the atl. .Canada must be allied controll for the DD.
      UK must be allied controlled for the bmbr.

      What you think??

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      Adjustable bid

      Axis & Allies Global 1940
      • • • Pherman1215
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      ghr2G

      @oysteilo:

      @ShadowHAwk:

      Try adding some chinese inf. If you can add only 1 unit add it to the burma road. It will take away at least 2 more ��� units.
      Try adding extra units in UK in defence of the standard attacks that germany does, a fighter in schotland would be painfull, a destroyer near the cruiser off gibraltar.

      How about a inf for china, 1 fighter in schotland and a sub in the med for a 19 bid.
      The attacks germany can do against your fleet off schotland becomes pretty interesting that figher will take 1 or 2 airunits with him at least.

      If you place a fighter in scotland I assume you are more or less “forced” to scramble all 5 planes (Scotland and United Kingdom) if Germany attacks both fleets?

      I would assume the goal would be for Germany to make a choice on which fleet to kill, and for the UK to have decent odds to do some damage in one of the battles, if Germany tries for it all.  If I were to get an 18 bid, I might try a destroyer in 110 and a fighter in scotland.  If I could place 2 units in a single territory, then a 20 bid would be 2 fighters for scotland.

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      34 Turn game Allies win?

      Axis & Allies Global 1940
      • • • Pherman1215
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      ItIsILeClercI

      (The way I play Germany:)
      Create 1 huge army that marches into Russia and arrives in Bryansk G5, ready to attack Moscow G6, together with purchases from G5 (aircraft in Berlin/fast in Ukraine). Purchases in G1/2/3/4/5 are always aimed at maximally reinforcing this marching ‘deathball’, like ghr and Demandr described.

      Russia has no choice but to surrender Leningrad+Ukraine and Germany should gladly take them with some token forces (1 to 2 inf + air).

      What the Allies CAN do about this (very generally speaking because of all the variables): Russia retreats into Moscow while building a lot of inf + ART(!). RAF helps to defend it. UK + USA getting strong at Gibraltar/London + Middle East and, very important, setting up ‘bomber command’. Comes G6 Germany cannot attack Moscow because it is too heavily defended. Luftwaffe is tied into Russia (making life easier for the allies preparing for DDay) because otherwise Russia begins counter-attacking, ending the German presence there. Germany can take Caucasus + Stalingrad but NOT in force because then the Russians can break out where it is most effective, attacking and destroying the German army defending Bryansk if there is still some there. If there is not, because all the Germans are in Caucasus/Stalingrad, what is to stop Russia from retaking Leningrad, Ukraine and all those juicy eastern-european countries? Nada.
      Too bad this game has no ‘out-of-supply’ rules as this is exactly what happend in Russia, starving the massive German army in Stalingrad.

      In the pacific, the USA + ANZAC have Allied task number 1: prevent an Axis (Pac 6VC) win. This does not mean Japan has to be killed (though you can certainly try), but Hawai + Sydney must be held. If Japan crushes India this is an easy job. If Japan clearly invests in taking Hawai/Sydney (luckily the USA goes after Japan so can react), the task is more difficult, but India will be safe  longer and can even become strong strong strong if Japan focuses too much on Hawai. Most Japanese players I have seen, invest heavily into taking India and Middle East and THEN they try to take Hawai/Sydney. This gives the USA breathing space to invest around 20% per turn into the Pacific, spending 80% of its income into Europe. By the time Japan is ready to invest into taking Hawai the USA can switch to near 100% into Pacific (depending on the Japanese investments) without a problem because its forces in Europe are already massive.

      Note that I am using the LL system in my games (and posts) to predict/dictate what major powers must do to stay alive. The LL system is usually pretty accurate and if the dice screw you up, well, then it’s the dice, not strategy, that cost you the game.

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      Ladder games.

      Axis & Allies Global 1940
      • • • Pherman1215
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      G

      Yeah, I think it might be the league that you’re hearing about

      Here are the current rankings, so you can take a look -
      https://docs.google.com/spreadsheet/ccc?key=0AhOB4pSke42ydEhlX0RfbGxmM3RMSHJQd083TV9JUGc#gid=0

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      How to save India.

      Axis & Allies Global 1940
      • • • Pherman1215
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      P

      Thanks for the input guys.  I my games following this post i have been stacking India itself and using Mechs/air to keep Japan from having a landing site in Shan State.  I figure this will make them take it with a exclusively Sea/air landing (which makes it more expensive) or they will have to wait until turn 6+ when they can safely stack Burma.

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